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Matchups
- Replay Theater is a great resource to find high-level matchup footage.
- High-level replays may also be found in-game (Main Menu > Collection > Replay > Search).
- The Counterstrategy page will generally have some basic counterstrategy against each character in the game.
- Please keep in mind that matchup charts are subjective and not all players may agree on them.
Anji Mito
Short Summary Goes Here
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Round Start
Notable Interactions
Neutral
Offense
Defense
Asuka R
Round Start
Asuka's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Axl Low
Axl is capable of out-zoning Happy Chaos at full screen until you've landed CurseGuard-Startup-Recovery29 totalAdvantage-. Once Curse is applied Axl struggles to contest moving At The ReadyGuard-Startup-RecoveryTotal 12Advantage- (ATR) shots and or quick Steady AimGuard-Startup-RecoveryTotal 18Advantage- shots.
After connecting a shot, either hit or block, you're free to apply pressure and retake control of the match.
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Round Start
Notable Interactions
Neutral
Offense
Defense
Baiken
ParryGuard-Startup1Recovery32Advantage- makes pressuring Baiken after knockdowns, and in blockstrings difficult as CloneGuard-Startup10Recovery43 totalAdvantage- cannot be used to make Oki safe to her meterless reversal.
The reward for successfully baiting a Parry is very high.
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Round Start
Notable Interactions
Neutral
Offense
Defense
Bedman
Round Start
Bedman's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Bridget
Bridget's f.SGuardAllStartup10Recovery18Advantage-9 and 5HGuardAllStartup11Recovery29Advantage-17 excellent tools for punishing greed in neutral. Attempting to recover resources or enter Steady Aim without first establishing advantage will frequently lead to eating a counter hit, and possibly put you inside the Yo-Yo Vortex An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again..
StarshipGuardAllStartup9Recovery39Advantage-28, Bridget's DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. hits four times, making it effective at hitting through CloneGuard-Startup10Recovery43 totalAdvantage- on wakeup.
Bridget does not have a lot of HP, and doesn't do a large amount of damage, so generally the Risk / Reward on individual interactions is in Chaos' favor.
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Round Start
Bridget's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Notable Interactions
Neutral
CurseGuard-Startup-Recovery29 totalAdvantage- once applied makes Bridget far easier to control in neutral.
Offense
Defense
Bridget's Yo-Yo Okizeme if done correctly is unfuzzyable and a safejump, though the last part isn't important when playing Chaos. If the opponent is not using TK Roll Okizeme, Bridget is susceptible to being hit with wakeup 6P.
Once you enter the Vortex An offensive sequence that starts with a very difficult to block mixup, which then causes a knockdown if it works and loops back into the same mixup over and over again. there is no easy way out, as Bridget will still have the opportunity to continue pressure after blocking the two or more mix-up attempts that occur during Yo-Yo Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
Chipp Zanuf
Chipp suffers for having lower than average effective HP in this matchup.
2K and 2S are especially useful to control space, and lead to great reward on hit, but be careful not to whiff as Chipp will whiff punish you.
Chipp can be annoying to pressure due to his meterless reversal, Beta BladeGuardAllStartup9Recovery23Advantage-27, and 3F 5PGuardAllStartup3Recovery10Advantage-2, but the reward for successfully baiting a DP is high.
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Round Start
For IAD j.H : 5K and 2K recover in time to CH with 6P. 236P will recover in time to trade with 5P. 2S and 2D will recover in time to block.
Notable Interactions
Neutral
Offense
Defense
Elphelt Valentine
Round Start
Elphelt's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Faust
Faust struggles in this matchup without the help of lucky item pulls. Effective use of both gun stances are able to deny Faust the opportunity to pull items in neutral.
Once Faust reaches 50% Tension Gauge, ScarecrowGuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7] PRC can be used to attempt to punish zoning from full screen. Super Item throw also becomes an option, which will usually give Faust neutral until the items go away.
Consistent pressure that forces Faust to FD will limit the tomfoolery that Faust can pull with meter.
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Round Start
Faust has a very strong round start against Happy Chaos and winning round start is very important to his gameplan. Try to play conservatively with Microwalk back 2SGuardLowStartup11Recovery18Advantage-7 or Curse (236P) to establish an early lead against Faust's most common round start, 2PGuardLowStartup7Recovery11Advantage-3. Note that Faust's 2HGuardLowStartup14Recovery29Advantage-12 beats backdash on round start but not Curse.
Notable Interactions
- If Faust 6HGuardHighStartup25Recovery44Advantage-34 is blocked, you can buffer 6PGuardAllStartup9Recovery25Advantage-16 so that when it hits at mid to close range, you can immediately Deus ExGuardAllStartup13+(193 Flash)+7RecoveryAdvantage-25, Steady AimGuard-Startup-RecoveryTotal 18Advantage-, ReloadGuard-Startup23RecoveryTotal 23~77Advantage-, or FocusGuard-Startup41RecoveryTotal 46Advantage-. At far ranges when the scalpel clashes, you can get Steady Aim shot, although replenenishing resources is the safest choice.
- Faust 6PGuardAllStartup9Recovery32Advantage-21 will almost always win against 6SGuardAllStartup12Recovery24Advantage-14, and it should only be used when Faust is off the ground, or mid string.
- Faust's PRC ScarecrowGuardHighStartup50 [69]Recovery36Advantage-40* [-35]* SnipGuardGround ThrowStartup6Recovery41Advantage- is able to effectively punish Steady Aim, Focus, and Reload.
- Be cautious when Steady Aiming in neutral. If Faust's Vertical Scarecrow comes out before your shot, it can punish immediate focus attempts. Reload Cancelling gives you time to react to Vertical Scarecrow attempts. On Guard Crush / Hit, Focus becomes unpunishable.
- Due to its long startup, Deus Ex at close range can and will lose to 5PGuardAllStartup5Recovery8Advantage-2 and Bone-Crushing ExcitementGuardAllStartup16+5Recovery48Advantage-32 on reaction.
- Because backdash is so good, Faust Snip attempts become extremely punishable if you can predict when Snip is coming out.
Neutral
Faust's main goal in this matchup is to throw as many items as possible to disrupt your zoning. Try to predict and punish Item Throw with both gun stances depending on the situation.
In the case that items do come, it's important to play around them depending on the item and the situation, for example, grabbing trumpet, knocking back bombs, etc. Play cautiously if you have a lit Afro, since you won't be able to block if your gun is out when it ignites. In the case that Faust picks up an afro, Afro Love will need to be played around, since it bounces along the ground and Guard Crushes on block.
Your main goal in the matchup is to push Faust into the corner and land Curse as often as possible, as it enables safe pokes from a distance to disrupt Item Throw. Neutral swings even more in your favour once CurseGuard-Startup-Recovery29 totalAdvantage- is applied.
Offense
Happy Chaos' offense is built around landing Curse, and stuffing Faust's approach. A good approach tool is 6KGuardLowStartup16Recovery16Advantage-7 since it leads into a safe special on hit. In the case where Faust is dashblocking, 2SGuardLowStartup11Recovery18Advantage-7 becomes a good poke to prevent his approach since it disrupts the rhythm needed to dashblock tighly chained Steady Aim shots. Even a blocked 2SGuardLowStartup11Recovery18Advantage-7 can lead to safe pressure as long you have the resources for it.
Neutral becomes much easier once you can pressure Faust into the corner where you can start mixing up your offense with uncharged Dusts, tick throws, aerials and lows. Be watchful for backwards Scarecrow and Grab on wakeup from Faust. Faust is equally strong in the corner and a 4[D] throw from Faust should be avoided as much as possible by leaving little to no gaps / delays in your neutral.
Once your start your corner pressure, letting Faust slump on grounded wallsplat is very strong since it allows you to replenish most of your resources while keeping him in the corner. Faust does not have any meterless reversals to contest your corner pressure, making it very strong against most of his options except for Bone-Crushing ExcitementGuardAllStartup16+5Recovery48Advantage-32 which can be baited.
Defense
The majority of Faust's kit can be blocked low with the exception of his Dust and 6HGuardHighStartup25Recovery44Advantage-34. Try to avoid Hard Knockdowns from Faust by blocking low at close to mid range, and reacting properly to Faust's overhead options. At far ranges where 2HGuardLowStartup14Recovery29Advantage-12 cannot reach you, it becomes safe to block high since Faust's only option on offense is Scalpel ThrustGuardAllStartup26~37Recovery19Advantage-12 or Item Throw.
5PGuardAllStartup5Recovery7Advantage-1 and 2PGuardAllStartup5Recovery10Advantage-2 are good abare options, since your jabs outspeed most of Fausts pressure in neutral or if the Faust does not meaty properly. Throw abare should generally be avoided since Faust will be meatying most of his hits and Snip Snip Snip has Throw Invulnerability.
If you're in Snip Snip Snip, your strongest option on wakeup is backdash since it beats IAD (land) SnipGuardGround ThrowStartup6Recovery41Advantage- and IAD j.DGuardHighStartup13Recovery23Advantage+5 (IAD). Note that it does not beat IAD (land) 2k but does limit your damage to one hit and pushes you outside of most of Faust's options if you're out of corner.
Giovanna
Short Summary Goes Here
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Round Start
Notable Interactions
Neutral
Offense
Defense
Goldlewis Dickinson
Goldlewis struggles to deal with Happy Chaos in both Neutral and during Pressure.
Level 3 DroneGuardAllStartup57Recovery34 TotalAdvantage- is important to play around as Goldlewis can use it to effectively 'skip neutral', circumventing this is vital to winning as once Goldlewis has won neutral Happy Chaos lacks any strong tools to stop him snowballing into a victory.
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Round Start
Notable Interactions
Neutral
Offense
Defense
Happy Chaos
Happy Chaos lacks strong defensive tools to deal with Happy Chaos's offense. If cursed in neutral dealing with Happy Chaos's Steady Aim is incredibly difficult.
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Round Start
Notable Interactions
Neutral
Offense
Defense
I-No
I-No is difficult to contest up close, but becomes easy to zone once pushed to full screen due to lacking a normal dash.
Getting an Air Guard Crush against I-No will allow you to recover more resources than usual as well as greatly increasing the horizontal pushback of the shots.
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Round Start
Notable Interactions
Neutral
Offense
Defense
Jack-O
Jack-O suffers at roundstart and in neutral. Good useage of both gun stances can deny Jack-O the opportunity to get minions out.
If Jack-O does manage to successfully get minions out in neutral they are easily killed as Chaos's gun can hit or force Jack-O to block from anywhere on screen.
2S is an incredibly strong button for controlling neutral, as most of Jack-O best buttons will lose to it.
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Round Start
Jack-O likely isn't to press buttons at round-start if they know the match-up. Most of Jack-O buttons lose to many of Happy Chaos' most common round starts.
Notable Interactions
- Jack-O's 5H meterlessly punishes Scapegoat. Due to being an advancing multi-hit, if done close enough the 5H can proceed to punish Chaos even after the first hit was negated.
- Fire ignores Defend Command. Despite being a literal gun, both variants of Fire do not count as projectiles and thus cannot be blocked by Defend Command.
- Jack-O's j.D is always reaction punishable using Deus Ex Machina, or Fire. Even if the gun is not active you have enough time to ready the gun, allow it to focus slightly, and Fire, before she leaves Recovery. This makes Jack-O's j.D extremely risky in all situations, and generally not useful in the matchup.
- Holding a servant prevents escape from Deux Ex Machina. After the animation, Deus Ex Machina hits on Frame 7, making it impossible for Jack-O' to safely drop a servant she is holding. In fact, attempting to do so gets Counter Hit for an additional 10% damage. This makes Deus Ex Machina naturally a very strong response to any use of holding a servant in neutral.
- Cheer Servant On is unsafe. Normally Jack-O' can use the S version in neutral to set up, with some RPS, especially when holding a servant. Against Chaos this is not the case: she has zero options to launch a servant and hit Chaos before he can shoot her with Steady Aim, trading so favorably he can still oki with a guard crushing Steady Aim shot, giving him substantial room to disregard the servant. If Jack-O' is Cursed, he can shoot her before she even launches the servant with a long-range move like 236K or 6P. If Chaos doesn't wish to even deal with the servant, without the use of Curse, he can use Deus Ex Machina to eliminate the servant entirely, while restoring Bullets and stalling out the Cheer Servant On S buff.
Neutral
Utilize 2S often.
If Jack-O attempts to zone use Steady Aim.
Offense
Jack-O has no meter-less invulnerable reversal, and her metered option Forever Elysion DriverGuardAllStartup10+1Recovery58Advantage-41 does not hit airborne opponents.
Defense
Do not get knocked down in the corner, there is no easy way to escape, you will have to hold that, and will likely die.
Johnny
Round Start
Johnny's Button | Loses To | Beats | Trades | Whiffs |
---|---|---|---|---|
Neutral
Offense
Defense
Ky Kiske
Ky is a well-rounded character who processes a meter-less reversal in Vapor ThrustGuardAllStartup11Recovery43Advantage-33 [-28], which means that there is no overarching weak point for you to exploit.
Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14]'s almost instant 5F of startup forces you to be wary of it's advancing low hitbox at any time, with 50% Tension making the threat scarier.
Shock State is applied by a variety of Ky's moves with the most notable being his projectiles, Stun EdgeGuardAllStartup13RecoveryTotal 46Advantage-14 and Aerial Stun EdgeGuardAllStartup21RecoveryUntil Landing+10Advantage-, and his minus on block meterless ender, Dire EclatGuardAllStartup14Recovery25Advantage-8 [-6]. While affected by Shock State Ky's non-shock state inducing moves will gain enhanced properties and frame data on contact, but remove Shock State.
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Round Start
Notable Interactions
Neutral
Offense
Due to Vapor ThrustGuardAllStartup11Recovery43Advantage-33 [-28]'s 11F of startup it is possible to safejump Ky's DP after a super wallbreak. This does not work against wakeup Ride the LightningGuardAllStartup8+1Recovery99Advantage-82
Defense
Foudre ArcGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] should be blocked standing as it will reduce it from being plus on block to Ky to -1 on block. If able to react earlier to Foudre Arc's 24F of startup it is possible to interrupt with a 5P for significant reward. Foudre Arc is always plus on block while in shock state.
Stun DipperGuardLow, AllStartup7Recovery30Advantage-19 [-14] if blocked without Ky having 50% Tension should send Ky to an early grave. The second hit of Stun Dipper is always extremely minus on block and cam be punished with a c.S starter if Instant Blocked, or 2K if normal blocked. Stun Dipper becomes much scarier once Ky has enough meter to RC after the first hit allowing him to stay safe on block, or get a high damage combo on hit.
Leo Whitefang
Short Summary Goes Here
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Round Start
Notable Interactions
Neutral
Offense
Defense
May
Short Summary Goes Here
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Round Start
Notable Interactions
Neutral
Offense
Defense
Millia Rage
Short Summary Goes Here
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Round Start
Notable Interactions
Neutral
Offense
Defense
Nagoriyuki
Roundstart is incredibly important, as losing Roundstart, can often mean losing the game.
Nago's blood gauge will determine the pace of the game, zoning is risky when it's low but one of our strongest win conditions once Nago has reached high blood.
ScapegoatGuard-Startup10Recovery43 totalAdvantage- is an incredibly strong tool for controlling screen space as Nago will struggle to move past it, and can open opportunities for whiff punishing.
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Round Start
Notable Interactions
Neutral
Offense
Defense
Potemkin
Potemkin cannot be zoned out like most of the other large characters due to the amount of armored moves he has, specifically Slide Head and Hammer Fall.
This forces you to structure your game plan around Chaos' strong neutral and pressure while leaving behind Zoning.
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Round Start
If Potemkin does roundstart Forward Mega Fist, 5K and 2K recover in time to block, which leads to a punish, do not attempt to Anti-Air.
Notable Interactions
Neutral
Offense
Defense
Ramlethal Valentine
Short Summary Goes Here
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Round Start
Notable Interactions
Neutral
Offense
Defense
Sol Badguy
Our low profiles moves of 2K and 2S are very strong in neutral.
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Round Start
Notable Interactions
Neutral
2K and 2S can cleanly beat many of Sol's best neutral poking tools like 6SGuardAllStartup15Recovery20Advantage-9.
Watch out for Night Raid VortexGuardAllStartup15~31 [32]Recovery32 [26]Advantage-17 if attempting to enter Steady Aim or recover resources greedily from full screen.
Offense
623HGuardAllStartup13Recovery19+10 LandingAdvantage-26 hits twice but has 13F of Startup. 623SGuardAllStartup9Recovery18+10 LandingAdvantage-28 hits only once but has a faster 9F of Startup. HVV will hit you through a Scapegoat but SVV will not because of this.
Defense
Testament
Testament struggles to make use of CrowGuardAllStartup21RecoveryTotal 39Advantage+1 and Grave ReaperGuardAllStartup16~22Recovery27Advantage-4 in neutral. Denying easy access to these tools denies Testament access to TeleportGuardStartup16RecoveryTotal 35Advantage- as well as Stain State.
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Round Start
Testament players will likely want to play the Roundstart RPS as it is one of their best chances to start snowballing pressure. Their favored buttons being 2S, j.S and f.S.
Notable Interactions
Neutral
Keep up curse if Testament attempts to play at full screen. Once cursed ATR and Steady Aim quick shots deny Testament the ability to use both Crow and Grave Reaper. Due to this Testament will often choose to play a more normal heavy neutral revolving around f.S, a very far reaching and fast button.
Offense
Testament has no meter-less invulnerable reversal, and their metered option Calamity OneGuardAllStartup11+4Recovery67Advantage-38 has a very slow 15F of startup.
Defense
Testament's goal is to push you to the corner and then use a combination of long-reaching fast normals, Grave Reaper, Crow, Stain State, and Arbiter Sign to lock you down until you've died. Preventing this from happening is key.
Use movement like jumping, dashing, Roll, and j.2K in order to position yourself in ways that make it harder for Testament to corner you.
Zato-1
Both Zato and Happy Chaos struggle to deal with each other's offense.
Focus on keeping Eddie out of the game, either by denying opportunities to summon, or by killing Eddie.
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Round Start
Notable Interactions
Neutral
You can make it very difficult for Zato to summon Eddie at a distance by using both ATR, and Steady Aim gun shots.
Gunshots pass through OpposeGuardAllStartup74 {78}Recovery(Summon Vanishes) [36 Zato]Advantage- unaffected, hitting Zato.
Zato cannot be hit with a bullet while using Break the LawGuardStartup13RecoveryTotal 28~95Advantage-.
Offense
Zato lacks any form of invincible reversal. Zato's defense revolves around useage of system mechanics like Burst, YRC, IB, FD, and IBFD.
Zato has great Abare An attack during the opponent's pressure, intended to interrupt it. tools with the fast and long reaching 5PGuardAllStartup5Recovery8Advantage-2 and 2PGuardAllStartup6Recovery9Advantage-3.
Defense
PierceGuardAllStartup21 [25]Recovery24Advantage- has a 6F gap between the first and second hit, allowing you to kill Eddie with a 2P if Zato does not fill the gap with a move of his own or cancel after the first hit.
Yellow Roman Cancel is particularly strong on defense against Zato as if it is not baited, it additionally will kill Eddie.